6 Backrooms Levels
From Level 0 The Lobby to Level X, every level plays differently.

Scripts
FiveM backrooms horror script with 6 levels, monsters with real AI, 4-player co-op, sanity, flashlights and items, and 3 ways to enter the maze.
Overview
Backrooms 2.0 is a FiveM horror script that adds the Backrooms to your server. The Backrooms is a famous internet horror idea: an endless maze of empty yellow rooms, buzzing lights and long corridors where something is always watching you. With this script, your players can enter that maze inside GTA V and try to survive their way out.
How does it work? Players enter through a portal on a wall, an arcade machine or an admin command. They arrive in Level 0, The Lobby, and have to find the exit before the monsters find them. Each monster behaves differently. One follows noise, one steals your items, one only moves when you aren't looking and one you should never look at. To survive, players manage a small inventory, keep their flashlight batteries alive and watch their sanity. When sanity drops, the screen starts to distort and they see and hear things that aren't really there.
There are 6 levels in total. Each one is harder than the last, with its own look, its own monsters and fake exits that lead nowhere. Players can go alone or in groups of up to 4 friends, and every group plays in its own instance so nobody gets in the way.
Everything is set up in game, with no config files and no restart. It works on QBCore, ESX Legacy, QBox and Standalone servers.
Quick Installation
Four simple steps and the Backrooms are open on your server.
Get Backrooms 2.0 from your Cfx.re Portal right after purchase.
Drop the resource folder into your server's resources directory and add the ensure line to your server.cfg.
Open the in-game Backrooms Creator and place a wall tape portal or an arcade machine anywhere on the map.
Walk through the entrance and try to find your way out.
Core Features
A full horror experience, built to be played together.
From Level 0 The Lobby to Level X, every level plays differently.
Every entity has its own rules for hunting, hearing and losing you.
Enter as a group in separate instances, then try not to get split up.
Sanity, stamina, a 12-slot inventory and flashlights with batteries that run out.
Every Feature
Every part of Backrooms 2.0, and what it adds to your server.

Entrances
Players can fall into the Backrooms in three ways: through a wall tape portal, by playing an arcade machine or with an admin command. Each entrance fits a different kind of story, from a curious player touching the wrong wall to a staff-run horror event. However they get in, getting out is the hard part.

Creator
Create entrances anywhere on the map with the in-game Backrooms Creator. For each one, choose which level players spawn in, so one portal can drop newcomers into The Lobby while another sends veterans straight into the deep end. No config files, just place, choose and save.

Arcade
Drop an arcade machine anywhere and set its price to play and payment method. Players who put in their money get more than a game: they end up inside the Backrooms. It's a fun way to make the horror experience part of your server economy, and it pairs perfectly with an arcade on your map.

Statistics
Every player has their own statistics: total runs, escapes, deaths and the deepest level they've reached. Players can see how far they've really made it and compare with their friends. Reaching the deepest levels becomes an achievement your community talks about for weeks.

No Code
Configure everything from the in-game settings panel, with no config files and no restart. A built-in search finds any setting in seconds. Adjust difficulty, entrances and systems live while players are online, and tune the experience until it's exactly as scary as you want.

Level 0
Every run starts in Level 0, The Lobby: endless yellow rooms, buzzing lights and the first lessons in survival. Light is everything here. Players learn to manage their flashlight, read the space and stay quiet. It's the level that teaches the rules, and the one that makes them realise how little they know.

The Wanderer
The Wanderer roams the halls looking for anyone who makes too much noise. Players can close doors behind them, hide in lockers and switch off their flashlight to avoid being seen. Every sound matters. Running straight ahead is the fastest way to get caught, so surviving means learning how the Wanderer hunts.

The Mimic
Not every monster wants to kill you. The Mimic is a thief, and it goes after the items you worked so hard to find. Lose your flashlight or your batteries and the next level becomes much harder. Players learn to protect their inventory as carefully as their own life.

Sanity
The longer players stay in the dark, the more their sanity drops. As it falls, the screen distorts, hallucinations appear and sounds come from places where nothing is there. Players can no longer trust what they see, and sanity decides how deep they dare to go before turning back.

Exits
To leave Level 0, players have to find a keycard and the exit it opens. Deeper down, fake exits wait to trick anyone in a hurry. Only one way out is real. Every escape has to be earned, and every wrong door costs time the monsters will use.

Loot
Level 1 brings random loot points scattered through the maze. Survival items appear in different places every run, so no two runs are the same and no one can memorise the perfect route. Players have to decide every time whether it's worth stopping to search or better to keep moving.

The Crawler
The Crawler can't see you, but it can hear everything. One loud step and it's coming. Then there's the Still One, an entity with rules of its own that punishes players who don't pay attention. Two very different threats, and the same lesson: understand the monster or become its next victim.

Sound Design
Level 3, the Electrical Station, is built around sound. Audio cues tell players where danger is, if they listen closely. Blackouts plunge everything into darkness, sanity drains faster than ever and every entity can appear. It's the level that separates survivors from everyone else.

Inventory
Players carry a 12-item inventory with limited slots, so every pickup is a choice. A spare battery or a healing item? Something to distract a monster, or room for the keycard? Packing smart is as important as running fast.

Level X
Level X is the biggest and hardest level in the Backrooms. Only the best players ever see it, and even fewer make it out. Reaching Level X is a badge of honour on any server, the kind of story players tell in Discord for weeks.

Co-op
Groups of up to 4 players enter the Backrooms together. Split up to search faster, get separated by accident, and find out how much worse it is to hear your friend screaming somewhere you can't reach. Co-op turns fear into the best kind of shared story.

Instances
Every group plays in its own instance, so parties never interfere with each other. Ten groups can be lost in the Backrooms at the same time, each in its own nightmare. Your server can run the experience all day without any group spoiling another's run.
Questions & Answers
Everything you need to know before entering the Backrooms.
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Need a hand
Our team answers setup, framework compatibility and integration questions before and after purchase.